make dmg and gb-pocket console-border shaders match original Cg versions more closely

This commit is contained in:
hunterk 2017-08-21 10:45:01 -05:00
parent 9e23d7c98f
commit 2d61c916a2
15 changed files with 755 additions and 52 deletions

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@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

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@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

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@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

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@ -1,32 +1,32 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = viewport
scale_type4 = source
scale4 = 1.0
alias4 = "PASS4"

View file

@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

View file

@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

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@ -1,31 +1,31 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
filter_linear4 = true
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
alias4 = "PASS4"

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@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

View file

@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

View file

@ -1,30 +1,30 @@
shaders = 6
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
shader0 = shader-files/gb-pass0.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
shader1 = shader-files/gb-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = "PASS1"
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
shader2 = shader-files/gb-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = "PASS2"
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
shader3 = shader-files/gb-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "PASS3"
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
shader4 = shader-files/gb-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 OriginalHistorySize1;
float baseline_alpha;
float grey_balance;
float response_time;
float console_border_enable;
float video_scale;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////////////////////////////
// Config //
////////////////////////////////////////////////////////////////////////////////
// The alpha value of dots in their "off" state
// Does not affect the border region of the screen - [0, 1]
#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01
// Fine-tune the balance between the different shades of grey
#pragma parameter grey_balance "Grey Balance" 3.0 2.0 4.0 0.1
// Simulate response time
// Higher values result in longer color transition periods - [0, 1]
#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
// Change scaling to enable use in console-border shaders
#pragma parameter console_border_enable "Console-Border Enable" 0.0 0.0 1.0 1.0
// Set video scale when used in console-border shaders
#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0
///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Vertex shader //
////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 2) out vec2 dot_size;
layout(location = 3) out vec2 one_texel;
////////////////////////////////////////////////////////////////////////////////
// Vertex definitions //
////////////////////////////////////////////////////////////////////////////////
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
//#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w) <- moved to parameter
// Size of the scaled video
//#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale)) <- moved to parameter
//it's... half a pixel
#define half_pixel (vec2(0.5) * registers.OutputSize.zw)
void main()
{
float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w);
if (registers.console_border_enable > 0.5) video_scale_factor = registers.video_scale;
vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
// Remaps position to integer scaled output
gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
vTexCoord = TexCoord + half_pixel;
dot_size = registers.SourceSize.zw;
one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor);
}
////////////////////////////////////////////////////////////////////////////////
// Fragment shader //
////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 2) in vec2 dot_size;
layout(location = 3) in vec2 one_texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE;
////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////
#define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image
//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha
// Frame sampling definitions
#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb)
#define prev0_rgb abs(1.0 - texture(OriginalHistory1, vTexCoord).rgb)
#define prev1_rgb abs(1.0 - texture(OriginalHistory2, vTexCoord).rgb)
#define prev2_rgb abs(1.0 - texture(OriginalHistory3, vTexCoord).rgb)
#define prev3_rgb abs(1.0 - texture(OriginalHistory4, vTexCoord).rgb)
#define prev4_rgb abs(1.0 - texture(OriginalHistory5, vTexCoord).rgb)
#define prev5_rgb abs(1.0 - texture(OriginalHistory6, vTexCoord).rgb)
#define prev6_rgb abs(1.0 - texture(OriginalHistory7, vTexCoord).rgb)
void main()
{
// Determine if the corrent texel lies on a dot or in the space between dots
float is_on_dot = 0.0;
if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y * 1.0001) > one_texel.y )
is_on_dot = 1.0;
// Sample color from the current and previous frames, apply response time modifier
// Response time effect implmented through an exponential dropoff algorithm
vec3 input_rgb = curr_rgb;
input_rgb += (prev0_rgb - input_rgb) * registers.response_time;
input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0);
input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0);
input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0);
input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0);
input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0);
input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0);
float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / registers.grey_balance
+ (is_on_dot * registers.baseline_alpha);
// Apply foreground color and assign alpha value
// Apply the foreground color to all texels -
// the color will be modified by alpha later - and assign alpha based on rgb input
vec4 out_color = vec4(foreground_color, rgb_to_alpha);
// Overlay the matrix
// If the fragment is not on a dot, set its alpha value to 0
out_color.a *= is_on_dot;
FragColor = out_color;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float blending_mode;
float adjacent_texel_alpha_blending;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////////////////////////////
// Config //
////////////////////////////////////////////////////////////////////////////////
// 0 - only the space between dots is blending
// 1 - all texels are blended
#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0
// The amount of alpha swapped between neighboring texels
#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05
///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Vertex shader //
////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 texel;
layout(location = 2) out vec2 blur_coords_up;
layout(location = 3) out vec2 blur_coords_down;
layout(location = 4) out vec2 blur_coords_right;
layout(location = 5) out vec2 blur_coords_left;
layout(location = 6) out vec2 blur_coords_lower_bound;
layout(location = 7) out vec2 blur_coords_upper_bound;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
texel = registers.SourceSize.zw;
blur_coords_down = vTexCoord + vec2(0.0, texel.y);
blur_coords_up = vTexCoord + vec2(0.0, -texel.y);
blur_coords_right = vTexCoord + vec2(texel.x, 0.0);
blur_coords_left = vTexCoord + vec2(-texel.x, 0.0);
blur_coords_lower_bound = vec2(0.0);
blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
}
////////////////////////////////////////////////////////////////////////////////
// Fragment shader //
////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 2) in vec2 blur_coords_up;
layout(location = 3) in vec2 blur_coords_down;
layout(location = 4) in vec2 blur_coords_right;
layout(location = 5) in vec2 blur_coords_left;
layout(location = 6) in vec2 blur_coords_lower_bound;
layout(location = 7) in vec2 blur_coords_upper_bound;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
////////////////////////////////////////////////////////////////////////////////
// Fragment definitions //
////////////////////////////////////////////////////////////////////////////////
float blending_modifier(float color){
float blend_bool = (color == 0.0) ? 1 : 0;
return clamp(blend_bool + registers.blending_mode, 0.0, 1.0);
}
void main()
{
// A simple blur technique that softens harsh color transitions
// Specialized to only blur alpha values and limited to only blurring texels
// lying in the spaces between two or more texels
// Sample the input textures
vec4 out_color = texture(Source, vTexCoord).rgba;
// Clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise)
vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound);
vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound);
vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound);
vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound);
//Sample adjacent texels based on the coordinates above
vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba;
vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba;
vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba;
vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba;
// Sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value
out_color.a -=
(
(out_color.a - adjacent_texel_1.a) +
(out_color.a - adjacent_texel_2.a) +
(out_color.a - adjacent_texel_3.a) +
(out_color.a - adjacent_texel_4.a)
) * registers.adjacent_texel_alpha_blending * blending_modifier(out_color.a);
FragColor = out_color;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float shadow_blur1;
} registers;
#pragma parameter shadow_blur1 "Shadow Blur 1" 2.0 0.0 5.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 texel;
layout(location = 2) out vec2 lower_bound;
layout(location = 3) out vec2 upper_bound;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
texel = registers.SourceSize.zw;
lower_bound = vec2(0.0);
upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 2) in vec2 lower_bound;
layout(location = 3) in vec2 upper_bound;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
/*
sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset
Raw Gaussian weights: Raw Gaussian weights:
0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0
0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1
0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2
0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3
0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4
0.04566231462789672460813692086928 @position5
sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]:
0.83198140032054115459545312766674 0.74065677106474770537917928592818
Normalizing factor [1 / sum]: Normalizing factor [1 / sum]:
1.2019499469756482251051310195171 1.350153052084338115052273748029
Normalized Gaussian weights: Normalized Gaussian weights:
0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0
0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1
0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2
0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3
0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4
0.05488381664578583445722654373702 @position5
*/
void main()
{
// Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled
float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0);
/*
Precalculated using the Gaussian function:
G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2))
Where sigma = 4.0 and x = offset in range [0, 5]
Normalized to 1 to prevent image darkening by multiplying each weight by:
1 / sum(all weights)
*/
float weights[5] = float[]( 0.13, //0.13465834124289953661305802732548,
0.13, //0.13051534237555914090930704141833,
0.13 - (registers.shadow_blur1 / 100.0), //0.11883557904592230273554609080014,
0.13 - (3.0 * registers.shadow_blur1 / 100.0), //0.10164546793794160274995705611009,
0.13 - (5.0 * registers.shadow_blur1 / 100.0) ); //0.08167444001912718529866079800870 );
// Sample the current fragment and apply its weight
vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0];
// Iterate across the offsets in both directions sampling texels
// and adding their weighted alpha values to the total
for (int i = 1; i < 5; i++)
{
out_color.a += texture(Source, clamp(vTexCoord + vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i];
out_color.a += texture(Source, clamp(vTexCoord - vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i];
}
FragColor = out_color;
}

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@ -0,0 +1,120 @@
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float shadow_blur2;
} registers;
#pragma parameter shadow_blur2 "Shadow Blur 2" 2.0 0.0 5.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 texel;
layout(location = 2) out vec2 lower_bound;
layout(location = 3) out vec2 upper_bound;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
texel = registers.SourceSize.zw;
lower_bound = vec2(0.0);
upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 2) in vec2 lower_bound;
layout(location = 3) in vec2 upper_bound;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
/*
sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset
Raw Gaussian weights: Raw Gaussian weights:
0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0
0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1
0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2
0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3
0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4
0.04566231462789672460813692086928 @position5
sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]:
0.83198140032054115459545312766674 0.74065677106474770537917928592818
Normalizing factor [1 / sum]: Normalizing factor [1 / sum]:
1.2019499469756482251051310195171 1.350153052084338115052273748029
Normalized Gaussian weights: Normalized Gaussian weights:
0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0
0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1
0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2
0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3
0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4
0.05488381664578583445722654373702 @position5
*/
void main()
{
// Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled
float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0);
/*
Precalculated using the Gaussian function:
G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2))
Where sigma = 4.0 and x = offset in range [0, 5]
Normalized to 1 to prevent image darkening by multiplying each weight by:
1 / sum(all weights)
*/
float weights[5] = float[]( 0.13, //0.13465834124289953661305802732548,
0.13, //0.13051534237555914090930704141833,
0.13 - (registers.shadow_blur2 / 100.0), //0.11883557904592230273554609080014,
0.13 - (3.0 * registers.shadow_blur2 / 100.0), //0.10164546793794160274995705611009,
0.13 - (5.0 * registers.shadow_blur2 / 100.0) ); //0.08167444001912718529866079800870 );
// Sample the current fragment and apply its weight
vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0];
// Iterate across the offsets in both directions sampling texels
// and adding their weighted alpha values to the total
for (int i = 1; i < 5; i++)
{
out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i];
out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i];
}
FragColor = out_color;
}

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@ -0,0 +1,160 @@
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 PassOutputSize1;
float contrast;
float screen_light;
float pixel_opacity;
float bg_smoothing;
float shadow_opacity;
float shadow_offset_x;
float shadow_offset_y;
float screen_offset_x;
float screen_offset_y;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////////////////////////////
// Config //
////////////////////////////////////////////////////////////////////////////////
// Useful to fine-tune the colors.
// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05
// Controls the ambient light of the screen.
// Lower values darken the screen - [0, 2] [DEFAULT: 1.00]
#pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05
// Controls the opacity of the dot-matrix pixels.
// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00]
#pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01
// Higher values suppress changes in background color directly beneath
// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75]
#pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05
// How strongly shadows affect the background
// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55]
#pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01
// How far the shadow should be shifted to the
// right in pixels - [-infinity, infinity] [DEFAULT: 1.0]
#pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5
// How far the shadow should be shifted
// down in pixels - [-infinity, infinity] [DEFAULT: 1.5]
#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 texel;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
texel = registers.SourceSize.zw;
}
////////////////////////////////////////////////////////////////////////////////
// Fragment definitions //
////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D PassOutput1;
layout(set = 0, binding = 3) uniform sampler2D BACKGROUND;
layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5))
// Sample the background color from the palette
#define shadow_alpha (registers.contrast * registers.shadow_opacity)
// Offset for the shadow
#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y)
// Offset for the entire screen
#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y)
////////////////////////////////////////////////////////////////////////////////
// Fragment shader //
////////////////////////////////////////////////////////////////////////////////
void main()
{
vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
tex = (tex + 0.5) * registers.PassOutputSize1.zw;
// Sample all the relevant textures
vec4 foreground = texture(PassOutput1, tex - screen_offset);
vec4 background = texture(BACKGROUND, vTexCoord);
vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
vec4 background_color = bg_color;
// Foreground and background are blended with the background color
foreground *= 1.0;
background -= (background - 0.5) * registers.bg_smoothing * float(foreground.a > 0.0); //suppress drastic background color changes under the foreground to improve clarity
// Allows for highlights,
// background = bg_color when the background color is 0.5 gray
background.rgb = clamp(
vec3(
bg_color.r + mix(-1.0, 1.0, background.r),
bg_color.g + mix(-1.0, 1.0, background.g),
bg_color.b + mix(-1.0, 1.0, background.b)
),
0.0, 1.0
);
// Shadows are alpha blended with the background
vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1.0 - shadows.a * shadow_alpha));
// Foreground is alpha blended with the shadowed background
out_color = (foreground * foreground.a * (1.0 - foreground.a * foreground.a * registers.contrast))
+ (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity));
FragColor = out_color;
}